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First big chunk of the refactor
mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
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@@ -73,7 +73,6 @@
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else
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M.heal_organ_damage(heal_brute, heal_burn)
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M.updatehealth()
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user.visible_message("<span class='green'>[user] applies [src] on [M].</span>", \
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"<span class='green'>You apply [src] on [M].</span>")
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use(1)
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@@ -15,9 +15,7 @@
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if(istype(M,/mob/living/silicon/robot)) //Repairing cyborgs
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var/mob/living/silicon/robot/R = M
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if(R.getBruteLoss() || R.getFireLoss() )
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R.adjustBruteLoss(-15)
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R.adjustFireLoss(-15)
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R.updatehealth()
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R.heal_overall_damage(15, 15)
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use(1)
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user.visible_message("<span class='notice'>\The [user] applied some [src] at [R]'s damaged areas.</span>",\
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"<span class='notice'>You apply some [src] at [R]'s damaged areas.</span>")
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@@ -31,7 +29,6 @@
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if(S && S.is_robotic())
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if(S.get_damage())
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S.heal_damage(15, 15, robo_repair = 1)
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H.updatehealth()
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use(1)
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user.visible_message("<span class='notice'>\The [user] applies some nanite paste at[user != M ? " \the [M]'s" : " \the"][S.name] with \the [src].</span>",\
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"<span class='notice'>You apply some nanite paste at [user == M ? "your" : "[M]'s"] [S.name].</span>")
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